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Narrative and active video game in separate and additive effects of physical activity and cognitive function among young adults
16 references·0 citing·49 second hop
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References

  • 2011Eta squared and partial eta squared as measures of effect size in educational research3,484 cited
  • 2013The benefits of playing video games.2,456 cited
  • 1997Cumulative Sleepiness, Mood Disturbance, and Psychomotor Vigilance Performance Decrements During a Week of Sleep Restricted to 4–5 Hours per Night2,022 cited
  • 2008Chapter 20 What are the differences between long-term, short-term, and working memory?1,394 cited
  • 2008Sleep Deprivation and Vigilant Attention1,211 cited
  • 2013The Psychology Experiment Building Language (PEBL) and PEBL Test Battery1,092 cited
  • 2006Vigilance, alertness, or sustained attention: physiological basis and measurement886 cited
  • 2010Prevalence and Risk Factors of Video Game Dependency in Adolescence: Results of a German Nationwide Survey480 cited
  • 2011Validity and sensitivity of a brief psychomotor vigilance test (PVT-B) to total and partial sleep deprivation465 cited
  • 2009Imaging brain fatigue from sustained mental workload: An ASL perfusion study of the time-on-task effect420 cited
  • 2015Games for Health for Children—Current Status and Needed Research243 cited
  • 2012Story Immersion of Videogames for Youth Health Promotion: A Review of Literature161 cited
  • 2016Action Video Game Training for Healthy Adults: A Meta-Analytic Study145 cited
  • 2010The Role of Causality in Information Acceptance in Narratives: An Example From Science Communication

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135 cited
  • 2009Sleep Deprivation and Sustained Attention Performance: Integrating Mathematical and Cognitive Modeling121 cited
  • 2006Pain and musculoskeletal pain syndromes related to computer and video game use in adolescents107 cited
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